The Order of the Adrenamancer is a relatively new one, as the medical progress as of recent years is particularly to blame for the biological understandings required to harness the deadly powers practiced by Adrenamancers. These individuals take time to study the flow of energy throughout the body, and how adrenaline impacts this flow. They learn to control this hormone with potent precision, fortifying their body in the process, and the most powerful Adrenamancers can use this understanding to impact the flow of energy in others, friend or foe. Often Adrenamancers can be found pushing the limits of their adrenaline in the midst of ferocious combat,  tracking terrifying creatures and places, or performing dangerous stunts, much to the frustration of their comrades.

Head Rush

When you join this order at 3rd level, you can harness not only the abilities of one's life force, but the production of adrenaline as well.

Upon gaining this feature, you can cast the Haste spell on yourself as a bonus action an amount of times equal to your CON Modifier per long rest. Somewhat similarly to when a crimson rite is activated, you suffer damage equal to half your character level, and you reduce your maximum hit points by an amount equal to your half character level, rounding down. These lost maximum hit points return once the Head Rush fades and cannot be restored otherwise. Unlike when a rite fades, hit points are regained as part of the restoring of maximum hit points.This ability does not stack. Any other ways for Haste to take effect can not be used whilst under the influence of this ability. 

At 7th level, you ignore the after effects when Haste is cast on self, having gained resilience to the pumping of adrenaline in your veins.


At 11th level, you can push your adrenal prowess outside of yourself, and can cause others to experience the effects of a Head Rush. This can be used on any willing creature within reach of you, and still counts against the amount of times used per long rest.

At 15th level, the willing creatures you cast Haste on can ignore the after effects as well, as you have mastered the exact amount of adrenaline to instill without hindering their physical metabolism.


At 18th level, you can find just the right spot to cause extreme fear in an enemy. After successfully hitting on an attack, use your bonus action to cast Haste and Fear on the creature. The DC for this feature is 10 + your proficiency + your WIS modifier. This counts against your amount of uses per long rest.

Circulatory Superiority

Upon reaching 11th level, ignore physical exhaustion, and all constitution saving throws are made with advantage. Physical exhaustion occurs when the body is being put past its boundaries in cases such as a long trek through thick woods, not sleeping during the night, or experiencing high or low temperatures for long periods of time. This does not negate mental or planar exhaustion, such as when an individual visits the Grey Wastes and incurs exhaustion as a result of the dreary landscape.

Concentrated Clarity

At 7th level, as a result of your constant stream of low levels of adrenaline, you gain advantage on perception rolls, and resistance to non-magical physical damage.

Fight or Flight Response

Upon reaching 15th level, your understanding of anatomy and hormonal effects grows, you begin to gain a comprehension of how to affect others in the midst of combat without even touching them. A number of times equal to your WIS Modifier per long rest, either use Fear or Compelled Duel as an action at will. 

Master of the Adrenal

Your mastery has led you to the pinnacle of adrenaline ability: the healing of wounds in the midst of combat. Upon reaching 18th level, gain temporary hit points equal to your CON modifier + Your Proficiency Bonus at the start of each turn if conscious and in combat.

Previous Versions

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